pencil-alt-square-wit Gamify Your Project

"The results show an overall significant medium effect size in favour of gamification over learning without gamification." 

Bai, Shurui & Hew, Khe & Huang, Biyun. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review.

Overview

In 'Gamify Your Project' we assist existing project assignments by converting elements of them into incentivised challenges using our BrightBirds App to inform and engage students. 

We add game mechanics such as deadlines, team rankings, badges, and rewards developing a competitive but fun digital learning experience. 

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How it Works

  1. Mapping - We map-out suitable junctures in the project timeline in which to apply gamified learning. We look closely at the learning objectives of the project and determine which challenges will align with these and create the most engagement.

  2. Technical Setup - After mapping out the gamified challenges across the programme/module, Edumundo prepares everything in the BrightBirds App.

  3. Training - We provide dashboard training for all teachers and/or project leaders involved so they can monitor progress and award additional points. 

  4. Launch - We'll plan and launch the campaign in the Bright Birds App and start sending push notifications to students.

  5. Monitoring, Support, Evaluation - We'll monitor and support the campaign throughout and at the end of the project together we will evaluate the success of it.
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Case Study - Hanze University

Read our case study on how BrightBirds has been used at Hanze University to gamify the student experience on their Real Estate Management Course.

Read case study - Hanze University

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Interested in seeing the App for yourself?

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